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Sims 4 Werewolff Negative thread

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  • elanorbretonelanorbreton Posts: 14,541 Member
    @Elisdream you make a lot of good points and maybe those things could have been incorporated if it had been a werewolves EP rather than a GP.

    It would be pretty awesome to have specialised expansion packs that go into so much detail.
  • ElisdreamElisdream Posts: 295 Member
    edited June 2022
    @Elisdream you make a lot of good points and maybe those things could have been incorporated if it had been a werewolves EP rather than a GP.

    It would be pretty awesome to have specialised expansion packs that go into so much detail.

    Thank you! I don't think all of these should have been in the GP, these are just some points and ideas I got from playing. I would have really liked to see some of these tho, like at least some new career and, in addition to the werewolf aspiration, a "wolf family" aspiration to match the "vampire family" aspiration, maybe. I'm enjoying the pack even tho. :)
  • ThriorThrior Posts: 612 Member
    edited June 2022
    Thrior wrote: »
    Thrior wrote: »
    Aquarius94 wrote: »
    Heads up to anyone who doesn't like the vamp/werewolf relationship thing. If you do manage to get them to be friends like I eventually did here, do not try the "ask for werewolf sympathy" interaction. Not only will it not work but it'll tank the heck out of your relationship. Straight up killed the friendship and I had build it back up lol

    The more I think about it, that's kind of a wasted opportunity. If you can manage to convince a vampire to have sympathy for werewolves, that'd be a cool way to circumvent the automatic hatred. Like...they made friends with a werewolf and now they know not to judge all of the ones that they meet going forward.
    unknown.png?width=1124&height=586

    From my experience this is false. Or at least there's way more conditions attached to it instead of a simple "don't do this".

    I tested it out 3 times with sims who were friends, werewolf and a vampire. Every single time the vampire was cool with it. He was confident 3/3 so that very well might affect it (though I doubt it since the sim in that above picture seems to be confient as well, I'd say your relationship score is way more meaningful). But, I don't see what's the big deal if it's tied to emotion. That's basically how all the interaction works in this game.
    rgVRsmW.jpg
    iXbs5mF.jpg
    HCg1gT0.jpg


    BONUS. When Harper went into his house to test stuff out he actually proceeded to immediately flatter her lol.
    07oVsLT.jpg

    So it’s randomized or based on traits, then?

    My questions crossposted from the other thread:

    So there is tension and lowering of the bar, even if the two occults were friends/lovers/etc? Is it the same for family relatives as well?

    Also: Does this stay the same if you rotate away from them and then return to that household?

    I’m nervous that it will somehow glitch and lower/rubberband the relationship back down (like if the game suddenly remembered the concrete lore of the forced animosity and re-initiate it again).


    @LatinaBunny I'd think it has more to do with the relationship score, perhaps emotion. The vampire is Evil, Cheerful and Music Lover so I don't know how traits would work with him. (Werewolf has traits of Mean, Slob and Hates children.)
    These two sims had no relationship hit at all when they met up. It stayed right where it was before. Though I don't know whether her being in human form has any effect on it. Then again, this particular vampire is kinda weird for he actually had an immediate neutral relationship with 2 werewolves he said "Hello" to in the new world. One was in human form, other was in wolf form. I'd guess it was because of reputation, charisma, or something (or maybe my game derped out). Meanwhile Vlad was just hating everyone lol.

    When she does werewolf things though, like grooming herself or scratching stuff, the relationship did take a very small hit.
    I think I'll keep testing a bit more. Like how bad it gets if she starts rampaging. Though that would be completely logical since she's, well, rampaging. I doubt even friends or family would enjoy that haha.
    Harper has a kid daughter who also takes relationship hits when she does wolfy things but loves it when she starts rampaging and gets a playful moodlet about it. That seems to be a child specific thing so I wonder how she'd react if she was older. When Harper is just hanging around in her wolf-form (not rampaging), her daughter does get the tense moodlet. Their relationship has always been atrocious though so dunno if that has any effect (probably not.)
    Werewolf diplomacy should help with the moodlets and negative reactions though, if you are successful with it, and you certainly can even with vampires.

    Thanks for the insights, @Thrior ! :grin: And let us know how further testing goes!

    I am glad that the children get Playful moods during the rampages.

    Besides the vamps vs weres aspect (the deal breaker for me), the fury/rampage system was another thing I was hugely worried about.

    I’m kind of nervous that weres are always going to be making their non-were family tense/anxious and sad most of the time, and that wouldn’t be a fun simming experience for me (who loves playing mixed sim families, most with young kids) to go through.

    Hopefully I can cheat some of that stuff out or lower the % of that kind of angry/tense stuff.

    I saw a cheat where you can give sims the Werewolf Diplomat trait, so that will be helpful for the lowering the vamps vs weres animosity aspect—hopefully…

    @LatinaBunny Yes the Werewolf Diplomat certainly seems effective. I ran a test today in which Harper started rampaging around her vampire friend Axel's house (werewolf diplomat had been used). It was kinda hilarious because he just didn't care one whit when she transformed while his human wife was panicking about, nor did he care about her howling around and breaking stuff. Then I had her try to Snarl at him and do the Ferocious Intimidation. He just made a kissy face and flicked her on the forehead every time. Snarling at him didn't even give a relationship hit. The Ferocious Intimidation did but a surprisingly small one.

    (Then, for the heck of it, I had them have a Supernatural Smackdown. He kicked her ***. Now THAT, as expected, made the relationship drop down to 0, ending up neutral since they had almost full bar before. Good thing I didn't save this tomfoolery haha.)
    Then Axel ran off to work so Harper decided to beat up his wife, then asked for Werewolf Diplomacy. And you know what, she accepted even though they despised each other lmao.
    yCdIEMN.jpg
    Btw, interestingly enough, when I put them into the same family for further testing Harper didn’t even have an option to have a Fight with anyone during her rampage. Seems like those you live with are basically protected from a huge relationship loss. Or was my game just being weird? Though seems like a nice idea to avoid autonomy messing up with families. I checked out some moodlets too. At one point Axel had a scared moodlet but, funnily enough, it didn't do anything and didn't change his emotion. He had a +1 Happy moodlet and a +3 scared moodlet and he was still just grinning like an idiot (he does have the Brave trait though so I don't know if that had anything to do with it). He also once got an angry moodlet about scratched up furniture. (The description blamed the cat lol.)

    Harper also ran into her other friend (human, no diplomacy used) and he did react negatively to her rampaging around, taking several relationship hits. She got a guilty sentiment about "scaring a friend". (Thanks to her random perk I think.)

    So far I haven't found any of this an issue since it's not like you're totally out of control when your werewolf goes rampaging, you can keep them busy doing more harmless stuff. Plus there are perks you can utilize to avoid the whole fury/rampage going overboard. And, like stated, werewolf diplomacy helps a great deal to keep things unperturbed between sims you care about.
    Post edited by Thrior on
  • telemwilltelemwill Posts: 1,752 Member
    @Elisdream Maybe in years to come if Sims 4 goes on that long, some of these ideas could be used in a pack refresh.

    I agree so much on the aspirations. I want to play lots of werewolves, and there can only be one alpha. There should have also been an aspiration to be a good pack member and reach Beta rank. I really hope a modder will do this for us.
  • GoldmoldarGoldmoldar Posts: 11,966 Member
    @Elisdream you make a lot of good points and maybe those things could have been incorporated if it had been a werewolves EP rather than a GP.

    It would be pretty awesome to have specialised expansion packs that go into so much detail.

    Yes, I feel Werewolves should have been a EP but it is a matter of tweaking as other developers do when they initially create a game and when they see a lot feedback they tweak it by nerfing or buffing the game elements. EA/Maxis do not tweak as often as they should and in some cases EA/Maxis intentionally make some packs that do not work together too well so one has to revert to a mod to get what they want out of the game.
    Omen by HP Intel®️ Core™️ i9- 12900K W/ RGB Liquid Cooler 32GB Nvidia RTX 3080 10Gb ASUS Ultra-Wide 34" Curved Monitor. Omen By HP Intel® Core™ i7-12800HX 32 GB Nvidia 3070 Ti 8 GB 17.3 Screen
  • DKguruArtistDKguruArtist Posts: 298 Member
    edited June 2022
    Amapola76 wrote: »
    muzickmage wrote: »
    All I know is this.......

    Vampires, Werewolves, and Witches (spellcasters) are NOT friends. And they are not shy when it comes to telling each other that. In fact, pretty much any mention of this popular lore triad will teach that these individuals are mortal enemies who constantly fight, and try to kill each other. There is no peace treaties amongst these occult figures. They hate each other, and that's it.

    The sims however, is a completely different world .... with completely differently rules. 2 mortal enemies who at best tolerate each other's existance, can be best friends in the sims, or be married, or just be happy house mates.. Things that would hurt/kill you in reality, won't hurt/kill a sim... etc, etc.

    Because the sims is a fantasy world, that allows us to throw out the rule book and create our own crazy land of ideas and new rules..... that's the best part of the sims. The freedom to have our own world of laws.

    However, when it comes to popular lore, like the triad we are now able to achieve (witches, vampires, and werewolves) it can be questioned if changing the rules for these historical creatures is ... well.... is it something we should be doing? That's like changing the persona of the easter bunny, or santa claus.... so that they are now something completely different.

    If witches, vampires, and werewolves are historically mortal enemies, shouldn't that remain the same in the sims. If the sims game adopts their lore...... then shouldn't the sims game ... adopt its lore... in full meaning and representation... and not rewrite historical lore to fit the game's fantasy world of all blue skies and roses?

    Lol. Witches, vampires, and werewolves are not "historically mortal enemies." Supernatural lore goes back a LOT further than Twilight. (Or Underworld, or online fan fiction.) There are stories about creatures like this that go back thousands of years in every (or almost every) culture on earth. Representing them as inherently inimical to each other is very much a product of contemporary pop culture.

    Which is fine, if that's the direction they wanted to go in, but it would be ludicrous to think that simmers who want their supernaturals to ally with each other in their own game are somehow breaking the rules.
    Except it's literally lore the conflict, if you follow melody in tunnels and reach the magical room you will get the message. "The enchanting music fades as [Sim name] comes to a large round room with an expansive relief carved into the wall. Embedded, glowing cerulean crystals give off enough light to make out the story within. The artwork depicts a magical conflict between two sides, with some favoring plasma and others who drew power from the moon."

    Then probably odd exception like wolfpack befriending some vampire girl to try cure her so she could become part the pack.
  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    edited June 2022
    Amapola76 wrote: »
    muzickmage wrote: »
    All I know is this.......

    Vampires, Werewolves, and Witches (spellcasters) are NOT friends. And they are not shy when it comes to telling each other that. In fact, pretty much any mention of this popular lore triad will teach that these individuals are mortal enemies who constantly fight, and try to kill each other. There is no peace treaties amongst these occult figures. They hate each other, and that's it.

    The sims however, is a completely different world .... with completely differently rules. 2 mortal enemies who at best tolerate each other's existance, can be best friends in the sims, or be married, or just be happy house mates.. Things that would hurt/kill you in reality, won't hurt/kill a sim... etc, etc.

    Because the sims is a fantasy world, that allows us to throw out the rule book and create our own crazy land of ideas and new rules..... that's the best part of the sims. The freedom to have our own world of laws.

    However, when it comes to popular lore, like the triad we are now able to achieve (witches, vampires, and werewolves) it can be questioned if changing the rules for these historical creatures is ... well.... is it something we should be doing? That's like changing the persona of the easter bunny, or santa claus.... so that they are now something completely different.

    If witches, vampires, and werewolves are historically mortal enemies, shouldn't that remain the same in the sims. If the sims game adopts their lore...... then shouldn't the sims game ... adopt its lore... in full meaning and representation... and not rewrite historical lore to fit the game's fantasy world of all blue skies and roses?

    Lol. Witches, vampires, and werewolves are not "historically mortal enemies." Supernatural lore goes back a LOT further than Twilight. (Or Underworld, or online fan fiction.) There are stories about creatures like this that go back thousands of years in every (or almost every) culture on earth. Representing them as inherently inimical to each other is very much a product of contemporary pop culture.

    Which is fine, if that's the direction they wanted to go in, but it would be ludicrous to think that simmers who want their supernaturals to ally with each other in their own game are somehow breaking the rules.
    Except it's literally lore the conflict, if you follow melody in tunnels and reach the magical room you will get the message. "The enchanting music fades as [Sim name] comes to a large round room with an expansive relief carved into the wall. Embedded, glowing cerulean crystals give off enough light to make out the story within. The artwork depicts a magical conflict between two sides, with some favoring plasma and others who drew power from the moon."

    Then probably odd exception like wolfpack befriending some vampire girl to try cure her so she could become part the pack.

    I think @Amapola76 was responding, before the pack released, about how not all of original Irl mythical lore has all werewolves, vampires, and witches as enemies. There is a lot of folklore and myths that do not exactly follow Hollywood’s or pop culture’s lore about the various supernatural creatures.

    It was an argument against the GENRIC concept that it’s UNiVeRSAL that all vamps, weres, and witches hate each other in the entire history of lore, myths, and pop culture. There is no one universal lore. Different countries have different folklore and there are lots of pop culture and media out there that do supernaturals differently.

    (For example, I’ve never heard of all witches hating the other supernaturals. Usually in the media stories I read and watch, they were often an ally or neutral party to other supernatural.)

    I really, really, really hate that the pack is forcing this animosity lore to the point of being against tje concept of Sims games providing player choice, but I think I can mitigate the animosity, and ignore the lore, or maybe put away/alter/delete some NPCs, etc, so I can play my more domestic mixed occult families in peace.
    Post edited by LatinaBunny on
    ~*~Occult Family Player player~*~
    (She/her)
  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    edited June 2022
    Thrior wrote: »
    Thrior wrote: »
    Thrior wrote: »
    Aquarius94 wrote: »
    Heads up to anyone who doesn't like the vamp/werewolf relationship thing. If you do manage to get them to be friends like I eventually did here, do not try the "ask for werewolf sympathy" interaction. Not only will it not work but it'll tank the heck out of your relationship. Straight up killed the friendship and I had build it back up lol

    The more I think about it, that's kind of a wasted opportunity. If you can manage to convince a vampire to have sympathy for werewolves, that'd be a cool way to circumvent the automatic hatred. Like...they made friends with a werewolf and now they know not to judge all of the ones that they meet going forward.
    unknown.png?width=1124&height=586

    From my experience this is false. Or at least there's way more conditions attached to it instead of a simple "don't do this".

    I tested it out 3 times with sims who were friends, werewolf and a vampire. Every single time the vampire was cool with it. He was confident 3/3 so that very well might affect it (though I doubt it since the sim in that above picture seems to be confient as well, I'd say your relationship score is way more meaningful). But, I don't see what's the big deal if it's tied to emotion. That's basically how all the interaction works in this game.
    rgVRsmW.jpg
    iXbs5mF.jpg
    HCg1gT0.jpg


    BONUS. When Harper went into his house to test stuff out he actually proceeded to immediately flatter her lol.
    07oVsLT.jpg

    So it’s randomized or based on traits, then?

    My questions crossposted from the other thread:

    So there is tension and lowering of the bar, even if the two occults were friends/lovers/etc? Is it the same for family relatives as well?

    Also: Does this stay the same if you rotate away from them and then return to that household?

    I’m nervous that it will somehow glitch and lower/rubberband the relationship back down (like if the game suddenly remembered the concrete lore of the forced animosity and re-initiate it again).


    @LatinaBunny I'd think it has more to do with the relationship score, perhaps emotion. The vampire is Evil, Cheerful and Music Lover so I don't know how traits would work with him. (Werewolf has traits of Mean, Slob and Hates children.)
    These two sims had no relationship hit at all when they met up. It stayed right where it was before. Though I don't know whether her being in human form has any effect on it. Then again, this particular vampire is kinda weird for he actually had an immediate neutral relationship with 2 werewolves he said "Hello" to in the new world. One was in human form, other was in wolf form. I'd guess it was because of reputation, charisma, or something (or maybe my game derped out). Meanwhile Vlad was just hating everyone lol.

    When she does werewolf things though, like grooming herself or scratching stuff, the relationship did take a very small hit.
    I think I'll keep testing a bit more. Like how bad it gets if she starts rampaging. Though that would be completely logical since she's, well, rampaging. I doubt even friends or family would enjoy that haha.
    Harper has a kid daughter who also takes relationship hits when she does wolfy things but loves it when she starts rampaging and gets a playful moodlet about it. That seems to be a child specific thing so I wonder how she'd react if she was older. When Harper is just hanging around in her wolf-form (not rampaging), her daughter does get the tense moodlet. Their relationship has always been atrocious though so dunno if that has any effect (probably not.)
    Werewolf diplomacy should help with the moodlets and negative reactions though, if you are successful with it, and you certainly can even with vampires.

    Thanks for the insights, @Thrior ! :grin: And let us know how further testing goes!

    I am glad that the children get Playful moods during the rampages.

    Besides the vamps vs weres aspect (the deal breaker for me), the fury/rampage system was another thing I was hugely worried about.

    I’m kind of nervous that weres are always going to be making their non-were family tense/anxious and sad most of the time, and that wouldn’t be a fun simming experience for me (who loves playing mixed sim families, most with young kids) to go through.

    Hopefully I can cheat some of that stuff out or lower the % of that kind of angry/tense stuff.

    I saw a cheat where you can give sims the Werewolf Diplomat trait, so that will be helpful for the lowering the vamps vs weres animosity aspect—hopefully…

    @LatinaBunny Yes the Werewolf Diplomat certainly seems effective. I ran a test today in which Harper started rampaging around her vampire friend Axel's house (werewolf diplomat had been used). It was kinda hilarious because he just didn't care one whit when she transformed while his human wife was panicking about, nor did he care about her howling around and breaking stuff. Then I had her try to Snarl at him and do the Ferocious Intimidation. He just made a kissy face and flicked her on the forehead every time. Snarling at him didn't even give a relationship hit. The Ferocious Intimidation did but a surprisingly small one.

    (Then, for the heck of it, I had them have a Supernatural Smackdown. He kicked her ***. Now THAT, as expected, made the relationship drop down to 0, ending up neutral since they had almost full bar before. Good thing I didn't save this tomfoolery haha.)
    Then Axel ran off to work so Harper decided to beat up his wife, then asked for Werewolf Diplomacy. And you know what, she accepted even though they despised each other lmao.
    yCdIEMN.jpg
    Btw, interestingly enough, when I put them into the same family for further testing Harper didn’t even have an option to have a Fight with anyone during her rampage. Seems like those you live with are basically protected from a huge relationship loss. Or was my game just being weird? Though seems like a nice idea to avoid autonomy messing up with families. I checked out some moodlets too. At one point Axel had a scared moodlet but, funnily enough, it didn't do anything and didn't change his emotion. He had a +1 Happy moodlet and a +3 scared moodlet and he was still just grinning like an idiot. He also once got an angry moodlet about scratched up furniture. (The description blamed the cat lol.)

    Harper also ran into her other friend (human, no diplomacy used) and he did react negatively to her rampaging around, taking several relationship hits. She got a guilty sentiment about "scaring a friend". (Thanks to her random perk I think.)

    So far I haven't found any of this an issue since it's not like you're totally out of control when your werewolf goes rampaging, you can keep them busy doing more harmless stuff. Plus there are perks you can utilize to avoid the whole fury/rampage going overboard. And, like stated, werewolf diplomacy helps a great deal to keep things unperturbed between sims you care about.

    Thank you for your insights of your experiments and the explanations, @Thrior ! 🤗👍 This reassured me a lot, and I am getting off the mixed feelings fence and will be buying this pack soon.

    I personally hate the animosity aspect and prefer if it didn’t exist, but at least I can try to mitigate the damage done and reduce it as much as I Can and ignore the lore that comes with the world.

    (It may take time for me to figure things out, so I may only make a couple of werewolves, turn on the option to keep the weres only in MoonWild Mill, so I wouldn’t be overly stressed about the forced animosity and chaotic aspects from the get-go.)
    Post edited by LatinaBunny on
    ~*~Occult Family Player player~*~
    (She/her)
  • LoanetLoanet Posts: 4,079 Member
    There's lot types for Vampires, so why not for Werewolves?
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
  • Atreya33Atreya33 Posts: 4,421 Member
    edited June 2022
    Loanet wrote: »
    There's lot types for Vampires, so why not for Werewolves?

    Why not for spellcasters as well? I would love a magical leyline or a wolf leyline for a random chance of spellcaster or werewolf babies. (I wouldn't even mind if they were mutually exclusive and we could only use one at a time.)
  • Amapola76Amapola76 Posts: 1,904 Member
    Amapola76 wrote: »
    muzickmage wrote: »
    All I know is this.......

    Vampires, Werewolves, and Witches (spellcasters) are NOT friends. And they are not shy when it comes to telling each other that. In fact, pretty much any mention of this popular lore triad will teach that these individuals are mortal enemies who constantly fight, and try to kill each other. There is no peace treaties amongst these occult figures. They hate each other, and that's it.

    The sims however, is a completely different world .... with completely differently rules. 2 mortal enemies who at best tolerate each other's existance, can be best friends in the sims, or be married, or just be happy house mates.. Things that would hurt/kill you in reality, won't hurt/kill a sim... etc, etc.

    Because the sims is a fantasy world, that allows us to throw out the rule book and create our own crazy land of ideas and new rules..... that's the best part of the sims. The freedom to have our own world of laws.

    However, when it comes to popular lore, like the triad we are now able to achieve (witches, vampires, and werewolves) it can be questioned if changing the rules for these historical creatures is ... well.... is it something we should be doing? That's like changing the persona of the easter bunny, or santa claus.... so that they are now something completely different.

    If witches, vampires, and werewolves are historically mortal enemies, shouldn't that remain the same in the sims. If the sims game adopts their lore...... then shouldn't the sims game ... adopt its lore... in full meaning and representation... and not rewrite historical lore to fit the game's fantasy world of all blue skies and roses?

    Lol. Witches, vampires, and werewolves are not "historically mortal enemies." Supernatural lore goes back a LOT further than Twilight. (Or Underworld, or online fan fiction.) There are stories about creatures like this that go back thousands of years in every (or almost every) culture on earth. Representing them as inherently inimical to each other is very much a product of contemporary pop culture.

    Which is fine, if that's the direction they wanted to go in, but it would be ludicrous to think that simmers who want their supernaturals to ally with each other in their own game are somehow breaking the rules.
    Except it's literally lore the conflict, if you follow melody in tunnels and reach the magical room you will get the message. "The enchanting music fades as [Sim name] comes to a large round room with an expansive relief carved into the wall. Embedded, glowing cerulean crystals give off enough light to make out the story within. The artwork depicts a magical conflict between two sides, with some favoring plasma and others who drew power from the moon."

    Then probably odd exception like wolfpack befriending some vampire girl to try cure her so she could become part the pack.

    This is what happens when you jump into the end of the conversation. I was not referring to the lore in this pack. I was responding to another forum member, who said that other simmers were wrong for wanting to play vampires and werewolves as friends, because they were contradicting all real world lore from all time. This is, of course, not true.

    Personally, I have absolute no investment in vampires and werewolves as friends, enemies, lovers, members of rival West Side story gangs or the same bookclub, what have you. It just rubs me the wrong way when someone misstates historical fact to claim that someone else is playing TS4 wrong (or "breaking the rules"), for Pete's sake.
  • ElisdreamElisdream Posts: 295 Member
    Atreya33 wrote: »
    Loanet wrote: »
    There's lot types for Vampires, so why not for Werewolves?

    Why not for spellcasters as well? I would love a magical leyline or a wolf leyline for a random chance of spellcaster or werewolf babies. (I wouldn't even mind if they were mutually exclusive and we could only use one at a time.)

    Exactly my point!
  • Paigeisin5Paigeisin5 Posts: 2,139 Member
    My only issue so far is the fact we can't create our own packs of werewolves and must choose between the two options Maxis gave us. I should be used to this kind of manipulation, but it still lessens some of my initial excitement of actually playing any kind of occult after twenty-plus years of being a Simmer. Hopefully this will change in the near future once new mods are introduced that will allow us a bit more control over our storylines. Being very familiar with the town that was the inspiration and backdrop for the 'Twilight' saga, I was hoping to be able to recreate my own version of the books and movies for my gaming pleasure. Which would have given me the incentive to finally purchase the Vampires pack as well. Because in order to recreate what I have in mind, one must include vampires, too. So, I will start a Rags to Riches storyline with the weres and hope there is a way to make my dream a reality in the future.
  • ScrapdashScrapdash Posts: 1,233 Member
    Have only got a couple of negatives.
    One being the tunnels, just a rabbithole with text pop ups. That was disappointing, if you have multiple sims exploring those tunnels it's a bore to read the same text over and over. Really had wanted an actual tunnel to explore.

    The other one is the pack/club. So far have only used the Wildfangs but it's turned into a chore of constant participation.
    My werewolf is getting reminders nearly every other day that he could lost his status. He needs to gift more, needs to explore more, needs to do self improvement.
    It's very demanding and his pack mates seem quite needy. Getting a bit fed up of having to gift them gifts and top up the hangout with supplies but never get anything from them in return.
  • Horrorgirl6Horrorgirl6 Posts: 3,183 Member
    logion wrote: »
    SERVERFRA wrote: »
    I wish that Moonwood Mill wasn't only a 5 lot world. :'(

    Same.

    They mentioned during the livestream that they had to do that so that they could focus on werewolf gameplay and stay within their budget. I wish that Maxis could have enough resources for gamepacks so that they could give us larger worlds and also focus on gameplay.

    Only expansion packs seems to be allowed that kind of budget and it feels like we are getting less Expansion Packs now.

    I know that they have said that worlds are also smaller because of game performance but I have always found this argument odd seeing that the game loads only one neighborhood with their lots at a time and when you travel it removes everything and loads a new neighborhood.

    Unless the total amount of lots affects the game in some way I don't think the amount of neighborhoods with lots in a world should matter too much when it comes to game performance.

    I kinda wish max is just give them more.To already have two more lots.
  • SilentKittySilentKitty Posts: 4,665 Member
    Atreya33 wrote: »
    Loanet wrote: »
    There's lot types for Vampires, so why not for Werewolves?

    Why not for spellcasters as well? I would love a magical leyline or a wolf leyline for a random chance of spellcaster or werewolf babies. (I wouldn't even mind if they were mutually exclusive and we could only use one at a time.)

    YES!!! I am so envious of the vampires that they have this. I would want this for all occults.
  • halloweenchildhalloweenchild Posts: 1,534 Member
    One complaint that has come up for me, is that it is stupidly hard to befriend Greg. Like I get it, I really do. They didn't want everyone finding the lore and finishing gameplay in like five hours, which was a complaint about Vampires and Spellcasters.
    But it's nearly impossible, no matter what occult or non-occult sims you use. If an occult, like a vampire or werewolf, he'll always initiate a fight, no attempt at communication just a fight. If you use a normal sim, he rejects the "attempt to communicate" option and will run away, so there's no point in trying to stack the interaction in the queue or if you use a normal sim without the brave trait they will be too terrified to communicate. The only sims I've had any luck with are children and toddlers, and that's because he's programmed not to be able to attack them.

    Speaking of Greg though, he's also a bit of a disappointment gameplay-wise. Like I was kind of expecting him to be a bit of a menace, the Guru's advertised and the NPC werewolves keep saying "Beware of Greg," and it's implied how dangerous he is. Like with that kind of lore, I was half expecting him to be able to menace our sims a little, like not auto-attacking or autonomously spreading the werewolf curse unless provoked just idk, something more "scary". Maybe him autonomously snarling at sims, especially if encountered during a full moon when he leaves his little area. But no, he runs around and goes off to do Greg things in other words I guess.
    Give our Vampires back their fangs!!! Reverse the Nerf!!! Occult simmers should not be shoved aside for the "realism players"! It's time Occult lovers/players started to demand equal treatment. #JusticeForOccults
  • Mariefoxprice83Mariefoxprice83 Posts: 8,108 Member
    edited June 2022
    Thrior wrote: »

    yCdIEMN.jpg

    I have a question about this image. Do the scars show over clothing? That seems weird. Or are those dirt marks?
    Better to reign in Hell, than serve in Heaven.
  • NightwalkerArkanisNightwalkerArkanis Posts: 271 Member
    edited June 2022
    ^ I haven't gotten that far yet, but I think she's been attacked by a Werewolf recently. My Sim's scars are all covered by clothing. I must try it out to see how long wounds last.
    _______________________________________
    We want: Faeries, with a good ability tree, hopefully before summer 2024.

    What do we want to get rid of: The holiday bug, the constant showering and the weed glitch.
  • SirianaSimsSirianaSims Posts: 176 Member
    Yeah, those are dirt/marks from a fight, not scars. You can tell by the bandaid.
    generation5julia.png
  • Mariefoxprice83Mariefoxprice83 Posts: 8,108 Member
    Yeah, those are dirt/marks from a fight, not scars. You can tell by the bandaid.

    Great, thanks. I wasn't sure what the other mark was.
    Better to reign in Hell, than serve in Heaven.
  • SilentKittySilentKitty Posts: 4,665 Member
    I haven’t played with the pack yet, still on vacation, but I am reading about it here.

    The pack sounds amazing but there are a few things that will have to be modded for me. I do not like how easy it is to find a true mate, it should be much more difficult for that to happen and I am glad that there are mods that makes it a bit more challenging.
  • ThriorThrior Posts: 612 Member
    Thrior wrote: »

    yCdIEMN.jpg

    I have a question about this image. Do the scars show over clothing? That seems weird. Or are those dirt marks?

    Yeah, other people have already elaborated on this, that it indeed is dirt/marks from a fight. What made it funny is that the werewolf who beat up this poor sim, then proceeded to ask for werewolf sympathy and for some reason she said OK. "Of course I agree werewolves are great although I just got attacked by you."
  • FinvolaFinvola Posts: 1,041 Member
    I dislike how demanding being in a pack is. My were became alpha of the Wildfangs by defeating Rory. But every other day she kept getting notifications about lack of participation. What is the point of being a pack leader then if you can't make the rules? I could understand if other pack members wanted to challenge her for the Alpha spot in a brawl, but no, it's the constant reminders of having to donate things, give gifts or you get put on probation. That's too needy for my playstyle so I'm not bothering with packs and will be a lone wolf. She did bring in other pack members, and do all the other stuff but I was getting reminders like every other day about not upholding their rules or whatever. If there is a mod out there that gets rid of that once you become Alpha then I might consider it again.

    I'm enjoying the pack for the most part, but that is one of my complaints.
  • mightyspritemightysprite Posts: 5,845 Member
    I was also puzzled about why the clothing requires bandaids @Mariefoxprice83
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